package com.yanqu.road.server.manger.cricket.skillhandler.attround.handler;

import com.yanqu.road.entity.cricket.helper.AddHpResult;
import com.yanqu.road.entity.enums.eSkillType;
import com.yanqu.road.pb.cricket.CricketProto;
import com.yanqu.road.server.gameplayer.module.cricket.battle.CricketGame;
import com.yanqu.road.server.gameplayer.module.cricket.battle.eCricketBattleRoundStep;
import com.yanqu.road.server.gameplayer.module.cricket.model.BattleData;
import com.yanqu.road.server.gameplayer.module.cricket.model.SkillData;
import com.yanqu.road.server.manger.cricket.skillhandler.attround.CricketSkillAttRoundStrategy;

import java.math.BigDecimal;
import java.math.RoundingMode;

public class CricketSkill252Strategy implements CricketSkillAttRoundStrategy {

    /**
     * 技能处理-。瑞年兽祈福吉祥：使用快夹造成伤害后会额外附带爆炸，造成瑞年兽气势{0}的爆炸伤害并降低对方{1}气势
     * @param cricketGame 本局对局对象
     * @param skillData 触发的技能
     * @param baseAttSkill 基础攻击技能
     * @param baseAttReHpResult 基础攻击结果对象
     * @param action 我方
     * @param target 对方
     * @param attackRoundBuilder 返回PB结构体
     * @return true：死亡，退出技能处理，false：继续技能处理
     */
    @Override
    public boolean skillHandle(CricketGame cricketGame, SkillData skillData, SkillData baseAttSkill, AddHpResult baseAttReHpResult, BattleData action, BattleData target, CricketProto.CricketAttackRound.Builder attackRoundBuilder, long battleFrameId) {
        //基础攻击miss，不触发技能
        if (baseAttReHpResult == null) {
            return false;
        }
        //瑞年兽祈福吉祥：使用快夹造成伤害后会额外附带爆炸，造成瑞年兽气势{0}的爆炸伤害并降低对方{1}气势
        if (baseAttSkill.getSkillEffect().getSkillType() == eSkillType.CricketBattleSkill137.getValue() && baseAttSkill.getSkillEffect().getP4() == 1) {//1快夹2冲夹3举摔
            skillData.effectAmountInc();
            CricketProto.CricketBattleFrame.Builder skill252FrameBuilder = cricketGame.newBattleFrameBuilder();
            skill252FrameBuilder.setActionUserId(action.getUserId());
            skill252FrameBuilder.setTargetUserId(target.getUserId());
            skill252FrameBuilder.setSkillId(skillData.getSkillId());
            //减少气势
            long rePower = BigDecimal.valueOf(target.getPower()).multiply(BigDecimal.valueOf(skillData.getSkillEffect().getP2())).divide(BigDecimal.valueOf(1000), 8, RoundingMode.DOWN).longValue();
            target.addPower(-rePower);
            skill252FrameBuilder.setTargetChangePower(-rePower);
            //伤害
            long value = BigDecimal.valueOf(action.getPower()).multiply(BigDecimal.valueOf(skillData.getSkillEffect().getP1())).divide(BigDecimal.valueOf(1000), 8, RoundingMode.DOWN).longValue();
            AddHpResult addHpResult = target.addHp(-value);
            skill252FrameBuilder.setAttack(addHpResult.getValue());
            skill252FrameBuilder.setIsKill(addHpResult.isKill());
            skill252FrameBuilder.setHarmEffectSkillId(addHpResult.getReduceHpEffectSkillId());
            skill252FrameBuilder.setIsMiss(addHpResult.isMissFlag());
            cricketGame.fillRemainHp(skill252FrameBuilder);
            attackRoundBuilder.addAttack(skill252FrameBuilder);
            if (cricketGame.isOver(attackRoundBuilder, eCricketBattleRoundStep.Attack.getValue(), skill252FrameBuilder.getBattleFrameId())) {
                return true;
            }
        }
        return false;
    }
}
